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Playing with short rests, potential problems?
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<blockquote data-quote="machineelf" data-source="post: 6969690" data-attributes="member: 6774924"><p>I have been considering a home brew rule change for awhile, and I might implement it soon with my group. </p><p></p><p>The problem: Essentially it's the 5-minute workday issue. Particularly, the fact that my casters might use up all or most of their spell slots after a first big fight in a dungeon, and want to sleep for the night before they continue on. </p><p></p><p>My proposed solution: Allow casters to recover half their spell slots every short rest. In addition, I will only allow players to use hit dice on long rests, doing away with full healing on long rests. This will mean that the only viable way to heal up during the day is by potions, healing spells, or if someone has the medicine feat that allows bandages to heal.</p><p></p><p>Predicted effects: Casters will have the same battle stamina as fighters. They can continue on in dungeons for a longer time before needing to stop for a long rest. Casters will be a bit more powerful, but it will be tempered by the fact that they can only recover half their spell slots each short rest and by the fact that healing casters will need to use many more of their slots to heal other characters during short rests, since there will be no more hit dice. Healing potions will be more important, as will the medicine feat. Healing over long rests will be a bit more gritty and life-like, eliminating the unrealistic full natural heal on long rests idea.</p><p></p><p>I know there are likely many negative consequences I'm not thinking of at the moment. Can you think of some?</p></blockquote><p></p>
[QUOTE="machineelf, post: 6969690, member: 6774924"] I have been considering a home brew rule change for awhile, and I might implement it soon with my group. The problem: Essentially it's the 5-minute workday issue. Particularly, the fact that my casters might use up all or most of their spell slots after a first big fight in a dungeon, and want to sleep for the night before they continue on. My proposed solution: Allow casters to recover half their spell slots every short rest. In addition, I will only allow players to use hit dice on long rests, doing away with full healing on long rests. This will mean that the only viable way to heal up during the day is by potions, healing spells, or if someone has the medicine feat that allows bandages to heal. Predicted effects: Casters will have the same battle stamina as fighters. They can continue on in dungeons for a longer time before needing to stop for a long rest. Casters will be a bit more powerful, but it will be tempered by the fact that they can only recover half their spell slots each short rest and by the fact that healing casters will need to use many more of their slots to heal other characters during short rests, since there will be no more hit dice. Healing potions will be more important, as will the medicine feat. Healing over long rests will be a bit more gritty and life-like, eliminating the unrealistic full natural heal on long rests idea. I know there are likely many negative consequences I'm not thinking of at the moment. Can you think of some? [/QUOTE]
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Playing with short rests, potential problems?
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